+score+showbudget+showbudget_texture+showbudget_texture_global+showscores+showvprof+speed+strafe+use+vgui_drawtree+voicerecord+walk+zoom+zoom_in+zoom_out-alt1-alt2-attack-attack2-back-break-camdistance-camin-cammousemove-camout-campitchdown-campitchup-camyawleft-camyawright-commandermousemove-csm_rot_x_neg-csm_rot_x_plus-csm_rot_y_neg-csm_rot_y_plus-demoui2 // Send the advanced demo player UI (demoui2) to background.-duck-forward-graph-grenade1-grenade2-jlook-jump-klook-left-lookdown-lookspin-lookup-mat_texture_list-movedown-moveleft-moveright-moveup-posedebug // Turn off pose debugger or hide ents from pose debugger UI-reload-right-score-showbudget-showbudget_texture-showbudget_texture_global-showscores-showvprof-speed-strafe-use-vgui_drawtree-voicerecord-walk-zoom-zoom_in-zoom_outachievement_debug "0" // Turn on achievement debug msgs.achievement_disable "0" // Turn off achievements.addip // Add an IP address to the ban list.adsp_debug "0"adsp_reset_nodesainet_generate_report // Generate a report to the console.ainet_generate_report_only // Generate a report to the console.air_density // Changes the density of air for drag computations.ai_clear_bad_links // Clears bits set on nav links indicating link is unusableai_debug_los "0" // itlai_debug_node_connect // Debug the attempted connection between two nodesai_debug_shoot_positions "0"ai_disable // Bi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to tai_drawbattlelines "0"ai_drop_hint // Drop an ai_hint at the players current eye position.ai_dump_hintsai_hull // Controls which connections are shown when ai_show_hull or ai_show_connect commands are used Arguments: NPC name or classname,ai_next_hull // Cycles through the various hull sizes. Currently selected hull size is written to the screen. Controls which connections areai_nodes // Toggles node display. First call displays the nodes for the given network as green objects. Second call displays the nodes aai_report_task_timings_on_limit "0"ai_resume // If NPC is stepping through tasks (see ai_step ) will resume normal processing.ai_setenabled // Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.ai_set_move_height_epsilon // Set how high AI bumps up ground walkers when checking stepsai_show_connect // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Greai_show_connect_crawl // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Greai_show_connect_fly // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Greai_show_connect_jump // Displays the allowed connections between each node for the currently selected hull type. Hulls are color code as follows: Greai_show_graph_connect // Toggles graph connection display for the node that the player is looking at. Nodes that are connected to the selected node byai_show_grid // Draw a grid on the floor where looking.ai_show_hints // Displays all hints as small boxes Blue - hint is available for use Red - hint is currently being used by an NPC Orange -ai_show_hull // Displays the allowed hulls between each node for the currently selected hull type. Hulls are color code as follows: Green -ai_show_node // Highlight the specified nodeai_show_visibility // Toggles visibility display for the node that the player is looking at. Nodes that are visible from the selected node will be dai_step // use ai_step again. To resume processing noai_test_los // Test AI LOS from the players POVai_think_limit_label "0"ai_vehicle_avoidance "1"alias // Alias a command.ammo_338mag_max "30"ammo_357sig_max "52"ammo_45acp_max "100"ammo_50AE_max "35"ammo_556mm_box_max "200"ammo_556mm_max "90"ammo_57mm_max "100"ammo_762mm_max "90"ammo_9mm_max "120"ammo_buckshot_max "32"ammo_grenade_limit_default "1"ammo_grenade_limit_flashbang "1"ammo_grenade_limit_total "3"askconnect_accept // Accept a redirect request by the server.asw_engine_finished_building_map // Notify engine that weve finished building a mapasync_resumeasync_suspendaudit_save_in_memory // Audit the memory usage and files in the save-to-memory systemautobuy // Attempt to purchase items with the order listed in cl_autobuyautosave // Autosaveautosavedangerous // AutoSaveDangerousautosavedangerousissafebanid // Add a user ID to the ban list.banip // Add an IP address to the ban list.benchframe // Takes a snapshot of a particular frame in a time demo.bench_end // Ends gathering of info.bench_showstatsdialog // Shows a dialog displaying the most recent benchmark results.bench_start // Starts gathering of info. Arguments: filename to write results intobench_upload // Uploads most recent benchmark stats to the Valve servers.bind // Bind a key.BindToggle // Performs a bind <key> increment var <cvar> 0 1 1bind_osx // Bind a key for OSX only.blackbox_dump // Dump the contents of the blackboxblackbox_record // Record an entry into the blackboxbot_add // bot_add <t|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.bot_add_ct // bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.bot_add_t // bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.bot_all_weapons // Allows the bots to use all weaponsbot_autodifficulty_threshold_high "2" // Upper bound above Average Human Contribution Score that a bot must be above to change its difficultybot_autodifficulty_threshold_low "-6" // Lower bound below Average Human Contribution Score that a bot must be below to change its difficultybot_chatter "0" // or normal.bot_crouch "0"bot_debug "0" // For internal testing purposes.bot_debug_target "0" // For internal testing purposes.bot_defer_to_human_goals "0" // the bots will not do the scenario tasks.bot_defer_to_human_items "1" // the bots will not get scenario items.bot_difficulty "1" // 3=expert.bot_dont_shoot "0" // bots will not fire weapons (for debugging).bot_freeze "0"bot_goto_mark // Sends a bot to the marked nav area (useful for testing navigation meshes)bot_goto_selected // Sends a bot to the selected nav area (useful for testing navigation meshes)bot_join_after_player "1" // bots wait until a player joins before entering the game.bot_join_team "0" // or CT.bot_kick // matching the given criteria.bot_kill // matching the given criteria.bot_knives_only // Restricts the bots to only using knivesbot_loadout "0" // bots are given these items at round startbot_mimic "0"bot_mimic_yaw_offset "180"bot_pistols_only // Restricts the bots to only using pistolsbot_place // bot_place - Places a bot from the map at where the local player is pointing.bot_quota "10" // Determines the total number of bots in the game.bot_quota_mode "0" // Determines the type of quota. Allowed values: normal, fill, and match. If fill, the server will adjust bots to keep N pbot_randombuy "0" // should bots ignore their prefered weapons and just buy weapons at random?bot_show_battlefront "0" // Show areas where rushing players will initially meet.bot_show_nav "0" // For internal testing purposes.bot_show_occupy_time "0" // Show when each nav area can first be reached by each team.bot_snipers_only // Restricts the bots to only using sniper riflesbot_stop "0" // immediately stops all bot processing.bot_traceview "0" // For internal testing purposes.bot_zombie "0" // bots will stay in idle mode and not attack.box // Draw a debug box.buddha // Toggle. Player takes damage but wont die. (Shows red cross when health is zero)budget_averages_window "30" // number of frames to look at when figuring out average frametimesbudget_background_alpha "128" // how translucent the budget panel isbudget_bargraph_background_alpha "128" // how translucent the budget panel isbudget_bargraph_range_ms "16" // budget bargraph range in millisecondsbudget_history_numsamplesvisible "100" // number of samples to draw in the budget history window. The lower the better as far as rendering overhead of the budget panelbudget_history_range_ms "66" // budget history range in millisecondsbudget_panel_bottom_of_history_fraction "0" // number between 0 and 1budget_panel_height "384" // height in pixels of the budget panelbudget_panel_width "512" // width in pixels of the budget panelbudget_panel_x "0" // number of pixels from the left side of the game screen to draw the budget panelbudget_panel_y "50" // number of pixels from the top side of the game screen to draw the budget panelbudget_peaks_window "30" // number of frames to look at when figuring out peak frametimesbudget_show_averages "0" // enable/disable averages in the budget panelbudget_show_history "1" // turn history graph off and on. . good to turn off on low endbudget_show_peaks "1" // enable/disable peaks in the budget panelbudget_toggle_group // Turn a budget group on/offbug // Show the bug reporting UI.bugreporter_uploadasync "0" // Upload attachments asynchronouslybugreporter_username "0" // Username to use for bugreporterbug_swap // Automatically swaps the current weapon for the bug bait and back again.buildcubemaps // Rebuild cubemaps.building_cubemaps "0" // Indicates were building cubemapsbuildmodelforworld // buildmodelforworldbuymenu // Show or hide main buy menubuyrandom // Buy random primary and secondary. Primarily for deathmatch where cost is not an issue.cache_print // cache_print [section] Print out contents of cache memory.cache_print_lru // cache_print_lru [section] Print out contents of cache memory.cache_print_summary // cache_print_summary [section] Print out a summary contents of cache memory.callvote // Start a vote on an issue.cam_collision "1" // an attempt is made to keep the camera from passing though walls.cam_command // Tells camera to change modescam_idealdelta "4" // Controls the speed when matching offset to ideal angles in thirdperson viewcam_idealdist "150"cam_idealdistright "0"cam_idealdistup "0"cam_ideallag "4" // Amount of lag used when matching offset to ideal angles in thirdperson viewcam_idealpitch "0"cam_idealyaw "0"cam_showangles "0" // print viewangles/idealangles/cameraoffsets to the console.cam_snapto "0"cancelselectcash_player_bomb_defused "300"cash_player_bomb_planted "300"cash_player_damage_hostage "-30"cash_player_get_killed "0"cash_player_interact_with_hostage "150"cash_player_killed_enemy_default "300"cash_player_killed_enemy_factor "1"cash_player_killed_hostage "-1000"cash_player_killed_teammate "-3300"cash_player_rescued_hostage "1000"cash_player_respawn_amount "0"cash_team_elimination_bomb_map "3250"cash_team_elimination_hostage_map "3000"cash_team_hostage_alive "150"cash_team_hostage_interaction "150"cash_team_loser_bonus "1400"cash_team_loser_bonus_consecutive_rounds "500"cash_team_planted_bomb_but_defused "800"cash_team_rescued_hostage "750"cash_team_terrorist_win_bomb "3500"cash_team_win_by_defusing_bomb "3250"cash_team_win_by_hostage_rescue "3500"cash_team_win_by_time_running_out "3250"cast_hull // Tests hull collision detectioncast_ray // Tests collision detectioncc_emit // Emits a closed captioncc_findsound // Searches for soundname which emits specified text.cc_flush // Flushes asyncd captions.cc_lang "0" // Current close caption language (emtpy = use game UI language)cc_linger_time "1" // Close caption linger time.cc_predisplay_time "0" // Close caption delay before showing caption.cc_random // Emits a random captioncc_showblocks // Toggles showing which blocks are pending/loaded async.cc_subtitles "0" // wont help hearing impaired players).centerviewchangelevel // Change server to the specified mapchangelevel2 // Transition to the specified map in single playerchet_debug_idle "0" // many debug prints to help track down the TLK_IDLE issue. Set two for super verbose infoch_createairboat // Spawn airboat in front of the player.ch_createjeep // Spawn jeep in front of the player.clear // Clear all console output.clear_anim_cache // freeing the memory (until the next time a streaming animblock is requested).clear_debug_overlays // clears debug overlaysclientport "27005" // Host game client portclosecaption "0" // Enable close captioning.closeonbuy "0" // Set non-zero to close the buy menu after buying somethingcl_allowdownload "1" // Client downloads customization filescl_allowupload "1" // Client uploads customization filescl_animationinfo // Hud element to examine.cl_autobuy "0" // The order in which autobuy will attempt to purchase itemscl_autohelp "1" // Auto-helpcl_autowepswitch "0" // Automatically switch to picked up weapons (if more powerful)cl_backspeed "450"cl_bobamt_lat "0" // The amount the viewmodel moves side to side when runningcl_bobamt_vert "0" // The amount the viewmodel moves up and down when runningcl_bobcycle "0" // the frequency at which the viewmodel bobs.cl_bobup "0"cl_bob_lower_amt "21" // The amount the viewmodel lowers when runningcl_bob_version "0"cl_brushfastpath "1"cl_buy_favorite // Purchase a favorite weapon/equipment loadoutcl_buy_favorite_nowarn "0" // Skips the error prompt when saving an invalid buy favoritecl_buy_favorite_quiet "0" // Skips the prompt when saving a buy favorite in the buy menucl_buy_favorite_reset // Reset favorite loadouts to the defaultcl_buy_favorite_set // Saves the current loadout as a favoritecl_camera_follow_bone_index "-2" // Index of the bone to follow. -2 == disabled. -1 == root bone. 0+ is bone index.cl_chatfilters "63" // Stores the chat filter settingscl_class "0" // Default class when joining a gamecl_clearhinthistory // Clear memory of client side hints displayed to the player.cl_clockdrift_max_ms "150" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.cl_clockdrift_max_ms_threadmode "0" // Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the servers.cl_clock_correction "1" // Enable/disable clock correction on the client.cl_clock_correction_adjustment_max_amount "200" // Sets the maximum number of milliseconds per second it is allowed to correct the client clock. It will only correct this amountcl_clock_correction_adjustment_max_offset "90" // it moves towards applycl_clock_correction_adjustment_min_offset "10" // then no clock correction is applied.cl_clock_correction_force_server_tick "999" // Force clock correction to match the server tick + this offset (-999 disables it).cl_clock_showdebuginfo "0" // Show debugging info about the clock drift.cl_cmdrate "128" // Max number of command packets sent to server per secondcl_crosshairalpha "200"cl_crosshaircolor "1" // Set crosshair color as defined in game_options.consoles.txtcl_crosshaircolor_b "50"cl_crosshaircolor_g "250"cl_crosshaircolor_r "50"cl_crosshairdot "0"cl_crosshairgap "0"cl_crosshairscale "0" // Crosshair scaling factor (deprecated)cl_crosshairsize "5"cl_crosshairstyle "1"cl_crosshairthickness "0"cl_crosshairusealpha "1"cl_csm_server_status // Usage: cl_csm_server_statuscl_csm_status // Usage: cl_csm_statuscl_debugrumble "0" // Turn on rumble debugging spewcl_debug_ugc_downloads "1"cl_decryptdata_key "0" // Key to decrypt encrypted GOTV messagescl_decryptdata_key_pub "0" // Key to decrypt public encrypted GOTV messagescl_detail_avoid_force "0" // percentage of the width of the detail sprite )cl_detail_avoid_radius "64" // radius around detail sprite to avoid playerscl_detail_avoid_recover_speed "0" // how fast to recover position after avoiding playerscl_detail_max_sway "5" // Amplitude of the detail prop swaycl_detail_multiplier "1" // extra details to createcl_disablefreezecam "0" // Turn on/off freezecam on clientcl_disablehtmlmotd "0" // Disable HTML motds.cl_disable_ragdolls "0"cl_dm_buyrandomweapons "1" // they will receive thecl_downloadfilter "0" // nosounds)cl_drawhud "1" // Enable the rendering of the hudcl_drawleaf "-1"cl_drawmaterial "0" // Draw a particular material over the framecl_drawshadowtexture "0"cl_dumpplayer // Dumps info about a playercl_dumpsplithacks // Dump split screen workarounds.cl_dump_particle_stats // dump particle profiling info to particle_profile.csvcl_entityreport "0" // draw entity states to consolecl_ent_absbox // Displays the clients absbox for the entity under the crosshair.cl_ent_bbox // Displays the clients bounding box for the entity under the crosshair.cl_ent_rbox // Displays the clients render box for the entity under the crosshair.cl_extrapolate "1" // Enable/disable extrapolation if interpolation history runs out.cl_extrapolate_amount "0" // Set how many seconds the client will extrapolate entities for.cl_fastdetailsprites "1" // whether to use new detail sprite systemcl_find_ent // Find and list all client entities with classnames that contain the specified substring. Format: cl_find_ent <substring>cl_find_ent_index // Display data for clientside entity matching specified index. Format: cl_find_ent_index <index>cl_fixedcrosshairgap "3" // How big to make the gap between the pips in the fixed crosshaircl_flushentitypacket "0" // For debugging. Force the engine to flush an entity packet.cl_forcepreload "0" // Whether we should force preloading.cl_forwardspeed "450"cl_freezecameffects_showholiday "0" // Happy holidays from the CS:GO team and Valve!cl_freezecampanel_position_dynamic "1" // Turn on/off freezecams kill panel dynamic Y movementcl_fullupdate // Forces the server to send a full update packetcl_game_mode_convars // Display the values of the convars for the current game_mode.cl_idealpitchscale "0"cl_ignorepackets "0" // Force client to ignore packets (for debugging).cl_interp "0" // Sets the interpolation amount (bounded on low side by server interp ratio settings).cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).cl_inv_showdividerline "0" // will show a divider line above the grenades in the inventory panel.cl_jiggle_bone_debug "0" // Display physics-based jiggle bone debugging informationcl_jiggle_bone_debug_pitch_constraints "0" // Display physics-based jiggle bone debugging informationcl_jiggle_bone_debug_yaw_constraints "0" // Display physics-based jiggle bone debugging informationcl_jiggle_bone_invert "0"cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.cl_language "0" // Language (from Steam API)cl_leafsystemvis "0"cl_leveloverview "0"cl_leveloverviewmarker "0"cl_logofile "0" // Spraypoint logo decal.cl_mainmenu_show_datagraph "0"cl_maxrenderable_dist "3000" // Max distance from the camera at which things will be renderedcl_minimal_rtt_shadows "1"cl_modemanager_reload // Reloads the panel metaclasses for vgui screens.cl_mouseenable "0"cl_mouselook "1" // 0 for keyboard look. Cannot be set while connected to a server.cl_observercrosshair "1"cl_overdraw_test "0"cl_panelanimation // Shows panel animation variables: <panelname | blank for all panels>.cl_particles_dumplist // optional name substring.cl_particles_dump_effectscl_particles_show_bbox "0"cl_particles_show_controlpoints "0"cl_particle_retire_cost "0"cl_pclass "0" // Dump entity by prediction classname.cl_pdump "-1" // Dump info about this entity to screen.cl_phys_show_active "0"cl_phys_timescale "1" // Sets the scale of time for client-side physics (ragdolls)cl_pitchdown "89"cl_pitchup "89"cl_portal_use_new_dissolve "1" // Use new dissolve effectcl_precacheinfo // Show precache info (client).cl_predict "1" // Perform client side prediction.cl_predictioncopy_describe // Describe datamap_t for entindexcl_predictionlist "0" // Show which entities are predictingcl_predictweapons "1" // Perform client side prediction of weapon effects.cl_pred_track // for field fieldname.cl_ragdoll_gravity "600" // Sets the gravity client-side ragdollscl_rebuy "0" // The order in which rebuy will attempt to repurchase itemscl_reloadpostprocessparamscl_removedecals // Remove the decals from the entity under the crosshair.cl_remove_all_workshop_maps // Removes all maps from the workshop directory.cl_report_soundpatch // reports client-side sound patch countcl_resend "6" // Delay in seconds before the client will resend the connect attemptcl_resend_timeout "60" // Total time allowed for the client to resend the connect attemptcl_righthand "1" // Use right-handed view models.cl_rumblescale "1" // Scale sensitivity of rumble effects (0 to 1.0)cl_scalecrosshair "1" // Enable crosshair scaling (deprecated)cl_shadowtextureoverlaysize "256"cl_showanimstate_activities "0" // Show activities in the (client) animation state display.cl_showents // Dump entity list to console.cl_showerror "0" // 2 for above plus detailed field deltas.cl_showevents "0" // Print event firing info in the consolecl_showfps "0" // +10 = detailed )cl_showhelp "1" // Set to 0 to not show on-screen helpcl_showloadout "0" // Toggles display of current loadout.cl_showpluginmessages "1" // Allow plugins to display messages to youcl_showpos "0" // Draw current position at top of screencl_sidespeed "450"cl_skipfastpath "0" // Set to 1 to stop all models that go through the model fast path from renderingcl_skipslowpath "0" // Set to 1 to skip any models that dont go through the model fast pathcl_sos_test_get_opvarcl_sos_test_set_opvarcl_soundemitter_flush // Flushes the sounds.txt system (server only)cl_soundemitter_reload // Flushes the sounds.txt systemcl_soundfile "0" // Jingle sound file.cl_soundscape_flush // Flushes the client side soundscapescl_soundscape_printdebuginfo // print soundscapescl_spec_mode "6" // Saves the last viewed spectator mode for use next time we start to spectatecl_spec_show_bindings "1" // Toggle the visibility of the spectator bindings.cl_sporeclipdistance "512"cl_ss_origin // print origin in script formatcl_steamscreenshots // Enable/disable saving screenshots to Steamcl_sunlight_ortho_size "0" // Set to values greater than 0 for ortho view render projections.cl_sun_decay_rate "0"cl_team "0" // Default team when joining a gamecl_teamid_overhead "1" // 1 = oncl_teamid_overhead_maxdist "3000" // max distance at which the overhead team id icons will showcl_teamid_overhead_maxdist_spec "1600" // max distance at which the overhead team id icons will show when a spectatorcl_teamid_overhead_name_alpha "240" // The max alpha the overhead ID names will draw as.cl_teamid_overhead_name_fadetime "0" // How long it takes for the overhad name to fade out once your crosshair has left the target.cl_timeout "30" // the client will disconnect itselfcl_tree_sway_dir // sets tree sway wind direction and strengthcl_updaterate "64" // Number of packets per second of updates you are requesting from the servercl_updatevisibility // Updates visibility bits.cl_upspeed "320"cl_use_new_headbob "1"cl_view // Set the view entity index.cl_viewmodel_shift_left_amt "1" // The amount the viewmodel shifts to the left when shooting accuracy increases.cl_viewmodel_shift_right_amt "0" // The amount the viewmodel shifts to the right when shooting accuracy decreases.cl_winddir "0" // Weather effects wind direction anglecl_windspeed "0" // Weather effects wind speed scalarcl_wpn_sway_scale "1"cmd // Forward command to server.cmd1 // sets userinfo string for split screen player in slot 1cmd2 // sets userinfo string for split screen player in slot 2cmd3 // sets userinfo string for split screen player in slot 3cmd4 // sets userinfo string for split screen player in slot 4collision_test // Tests collision systemcolorcorrectionui // Show/hide the color correction tools UI.commentary_cvarsnotchangingcommentary_finishnodecommentary_firstrun "0"commentary_showmodelviewer // Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>commentary_testfirstruncondump // dump the text currently in the console to condumpXX.logconnect // Connect to specified server.con_enable "1" // Allows the console to be activated.con_filter_enable "0" // 2 displays filtered text brighter than otcon_filter_text "0" // Text with which to filter console spew. Set con_filter_enable 1 or 2 to activate.con_filter_text_out "0" // Text with which to filter OUT of console spew. Set con_filter_enable 1 or 2 to activate.con_logfile "0" // Console output gets written to this filecon_min_severity // LS_ERROR=3.crash // Cause the engine to crash (Debug!!)CreatePredictionError // Create a prediction errorcreate_flashlightcreditsdonecrosshair "1"cs_enable_player_physics_box "0"cs_hostage_near_rescue_music_distance "2000"cs_make_vip // Marks a player as the VIPcs_ShowStateTransitions "-2" // cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.CS_WarnFriendlyDamageInterval "3" // Defines how frequently the server notifies clients that a player damaged a friendcursortimeout "60" // Seconds before mouse cursor hides itself due to inactivitycustom_bot_difficulty "0" // Bot difficulty for offline play.cvarlist // Show the list of convars/concommands.c_maxdistance "200"c_maxpitch "90"c_maxyaw "135"c_mindistance "30"c_minpitch "0"c_minyaw "-135"c_orthoheight "100"c_orthowidth "100"c_thirdpersonshoulder "0"c_thirdpersonshoulderaimdist "120"c_thirdpersonshoulderdist "40"c_thirdpersonshoulderheight "5"c_thirdpersonshoulderoffset "20"dbghist_addline // Add a line to the debug history. Format: <category id> <line>dbghist_dump // Dump the debug history to the console. Format: <category id> Categories: 0: Entity I/O 1: AI Decisions 2: Scdebugsystemui // Show/hide the debug system UI.debug_visibility_monitor "0"default_fov "90"demolist // Print demo sequence list.demos // Demo demo file sequence.demoui // Show/hide the demo player UI.demoui2 // Show/hide the advanced demo player UI (demoui2).demo_gototick // Skips to a tick in demo.demo_pause // Pauses demo playback.demo_recordcommands "1" // Record commands typed at console into .dem files.demo_resume // Resumes demo playback.demo_timescale // Sets demo replay speed.demo_togglepause // Toggles demo playback.developer "0" // Set developer message leveldevshots_nextmap // Used by the devshots system to go to the next map in the devshots maplist.devshots_screenshot // use the screenshot command instead.differences // Show all convars which are not at their default values.disable_static_prop_loading "0" // static props wont be loadeddisconnect // Disconnect game from server.display_elapsedtime // Displays how much time has elapsed since the game starteddisplay_game_events "0"disp_list_all_collideable // List all collideable displacementsdlight_debug // Creates a dlight in front of the playerdm_reset_spawnsdm_togglerandomweapons // Turns random weapons in deathmatch on/offdrawcross // Draws a cross at the given location Arguments: x y zdrawline // Draws line between two 3D Points. Green if no collision Red is collides with something Arguments: x1 y1 z1 x2 y2 z2drawoverviewmap // Draws the overview mapdrawradar // Draws HUD radardsp_db_min "80"dsp_db_mixdrop "0"dsp_dist_max "1440"dsp_dist_min "0"dsp_enhance_stereo "0"dsp_mix_max "0"dsp_mix_min "0"dsp_off "0"dsp_player "0"dsp_reloaddsp_slow_cpu "0"dsp_volume "0"ds_get_newest_subscribed_files // Re-reads web api auth key and subscribed file lists from disk and downloads the latest updates of those files from steamdti_flush // Write out the datatable instrumentation files (you must run with -dti for this to work).dumpentityfactories // Lists all entity factory names.dumpeventqueue // Dump the contents of the Entity I/O event queue to the console.dumpgamestringtable // Dump the contents of the game string table to the console.dumpstringtables // Print string tables to console.dump_entity_sizes // Print sizeof(entclass)dump_globals // Dump all global entities/statesdump_particlemanifest // Dump the list of particles loaded.echo // Echo text to console.editdemo // Edit a recorded demo file (.dem ).editor_toggle // Disables the simulation and returns focus to the editorenable_debug_overlays "1" // Enable rendering of debug overlaysenable_skeleton_draw "0" // Render skeletons in wireframeendmovie // Stop recording movie frames.endround // End the current round.english "0" // running the english language set of assets.ent_absbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arent_attachments // Displays the attachment points on an entity. Arguments: {entity_name} / {class_name} / no argument picks what player is looent_autoaim // Displays the entitys autoaim radius. Arguments: {entity_name} / {class_name} / no argument picks what player is looking atent_bbox // Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlayent_cancelpendingentfires // Cancels all ent_fire created outputs that are currently waiting for their delay to expire.ent_create // Creates an entity of the given type where the player is looking.ent_dump // Usage: ent_dump <entity name>ent_fire // Usage: ent_fire <target> [action] [value] [delay]ent_info // Usage: ent_info <class name>ent_keyvalue // Applies the comma delimited key=value pairs to the entity with the given Hammer ID. Format: ent_keyvalue <entity id> <key1>=<vent_messages // Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any mesent_messages_draw "0" // Visualizes all entity input/output activity.ent_nameent_orient // only orients target entitys YAW. Use the allangles optent_pause // Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messent_pivot // Displays the pivot for the given entity(ies). (y=up=green, z=forward=blue, x=left=red). Arguments: {entity_name} / {classent_rbox // Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays. Arent_remove // Removes the given entity(s) Arguments: {entity_name} / {class_name} / no argument picks what player is looking atent_remove_all // Removes all entities of the specified type Arguments: {entity_name} / {class_name}ent_rotate // Rotates an entity by a specified # of degreesent_script_dump // Dumps the names and values of this entitys script scope to the console Arguments: {entity_name} / {class_name} / no argumeent_setang // Set entity anglesent_setname // Sets the targetname of the given entity(s) Arguments: {new entity name} {entity_name} / {class_name} / no argument picks whent_setpos // Move entity to positionent_show_response_criteria // an entitys current criteria set used to select responses. Arguments: {entity_name} / {class_name} /ent_step // When ent_pause is set this will step through one waiting input / output message at a time.ent_teleport // Teleport the specified entity to where the player is looking. Format: ent_teleport <entity name>ent_text // Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text) Arguments: {entity_ent_viewoffset // Displays the eye position for the given entity(ies) in red. Arguments: {entity_name} / {class_name} / no argument picks whaenvmapescape // Escape key pressed.exec // Execute script file.execifexists // Execute script file if file exists.execwithwhitelist // only execing convars on a whitelist.exit // Exit the engine.explode // Kills the player with explosive damageexplodevector // Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>fadein // fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.fadeout // fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.ff_damage_reduction_bullets "0" // How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enff_damage_reduction_grenade "0" // How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is donff_damage_reduction_grenade_self "1" // How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is doff_damage_reduction_other "0" // How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damagfind // Find concommands with the specified string in their name/help text.findflags // Find concommands by flags.find_ent // Find and list all entities with classnames or targetnames that contain the specified substring. Format: find_ent <substring>find_ent_index // Display data for entity matching specified index. Format: find_ent_index <index>firetargetfirstperson // Switch to firstperson camera.fish_debug "0" // Show debug info for fishfish_dormant "0" // Turns off interactive fish behavior. Fish become immobile and unresponsive.flush // Flush unlocked cache memory.flush_locked // Flush unlocked and locked cache memory.fogui // Show/hide fog control UI.fog_color "-1"fog_colorskybox "-1"fog_enable "1"fog_enableskybox "1"fog_enable_water_fog "1"fog_end "-1"fog_endskybox "-1"fog_hdrcolorscale "-1"fog_hdrcolorscaleskybox "-1"fog_maxdensity "-1"fog_maxdensityskybox "-1"fog_override "0" // Overrides the maps fog settings (-1 populates fog_ vars with maps values)fog_start "-1"fog_startskybox "-1"forcebind // Bind a command to an available key. (forcebind command opt:suggestedKey)force_audio_english "0" // Keeps track of whether were forcing english in a localized language.force_centerviewfoundry_engine_get_mouse_control // Give the engine control of the mouse.foundry_engine_release_mouse_control // Give the control of the mouse back to Hammer.foundry_select_entity // Select the entity under the crosshair or select entities with the specified name.foundry_sync_hammer_view // Move Hammers 3D view to the same position as the engines 3D view.foundry_update_entity // Updates the entitys position/angles when in edit modefov_cs_debug "0" // Sets the view fov if cheats are on.fps_max "300" // Frame rate limiterfps_max_menu "120" // main menufps_screenshot_frequency "10" // While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds wfps_screenshot_threshold "-1" // Dump a screenshot when the FPS drops below the given value.fs_clear_open_duplicate_times // Clear the list of files that have been opened.fs_dump_open_duplicate_times // Set fs_report_long_reads 1 before loading to use this. Prints a list of files that were opened more than once and ~how long wasfs_fios_cancel_prefetches // Cancels all the prefetches in progress.fs_fios_flush_cache // Flushes the FIOS HDD cache.fs_fios_prefetch_file // Prefetches a file: </PS3_GAME/USRDIR/filename.bin>. The preftech is medium priority and persistent.fs_fios_prefetch_file_in_pack // Prefetches a file in a pack: <portal2/models/container_ride/fineDebris_part5.ani>. The preftech is medium priority and non-persfs_fios_print_prefetches // Displays all the prefetches currently in progress.fs_printopenfiles // Show all files currently opened by the engine.fs_syncdvddevcache // Force the 360 to get updated files that are in your p4 changelist(s) from the host PC when running with -dvddev.fs_warning_level // Set the filesystem warning level.func_break_max_pieces "15"fx_new_sparks "1" // Use new style sparks.g15_dumpplayer // Spew player data.g15_reload // Reloads the Logitech G-15 Keyboard configs.g15_update_msec "250" // Logitech G-15 Keyboard update interval.gameinstructor_dump_open_lessons // Gives a list of all currently open lessons.gameinstructor_enable "0" // Display in game lessons that teach new players.gameinstructor_find_errors "0" // Set to 1 and the game instructor will run EVERY scripted command to uncover errors.gameinstructor_reload_lessons // Shuts down all open lessons and reloads them from the script file.gameinstructor_reset_counts // Resets all display and success counts to zero.gameinstructor_save_restore_lessons "1" // Set to 0 to disable save/load of open lesson opportunities in single player.gameinstructor_verbose "0" // Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.gameinstructor_verbose_lesson "0" // Display more verbose information for lessons have this name.